Passive real-world interface props for neurosurgical visualization
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
ACM Computing Surveys (CSUR)
Manual and cognitive benefits of two-handed input: an experimental study
ACM Transactions on Computer-Human Interaction (TOCHI)
Exploring bimanual camera control and object manipulation in 3D graphics interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Symmetric bimanual interaction
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Importance-Driven Volume Rendering
VIS '04 Proceedings of the conference on Visualization '04
Magic Story Cube: an interactive tangible interface for storytelling
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Using Deformations for Browsing Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Erasing, digging and clipping in volumetric datasets with one or two hands
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Exploded Views for Volume Data
IEEE Transactions on Visualization and Computer Graphics
A geoscience perspective on immersive 3D gridded data visualization
Computers & Geosciences
Comparing 3D Vector Field Visualization Methods: A User Study
IEEE Transactions on Visualization and Computer Graphics
Effects of Immersion on Visual Analysis of Volume Data
IEEE Transactions on Visualization and Computer Graphics
Interactive clipping techniques for texture-based volume visualization and volume shading
IEEE Transactions on Visualization and Computer Graphics
A Design Study of Direct-Touch Interaction for Exploratory 3D Scientific Visualization
Computer Graphics Forum
IEEE Transactions on Visualization and Computer Graphics
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Analysis of volume datasets often involves peering inside the volume to understand internal structures. Traditional approaches involve removing part of the volume through slicing, but this can result in the loss of context. Focus+context visualization techniques can distort part of the volume, or can assume prior definition of a region of interest or segmentation of layers of the volume. We propose a new bimanual 3D interaction technique, called Volume Cracker (VC), which allows the user to crack open a raw volume like a book to analyze the internal structures. VC preserves context by always displaying all the voxels, and by connecting the sub-volumes with curves joining the cracked faces. We discuss the design choices that we made, based on observations from prior user studies, input from domain scientists, and design studios. We also report the results of a user study comparing VC with a standard desktop interaction technique and a standard 3D bimanual interaction technique. The study used tasks from two categories of a generic volume analysis task taxonomy. We found VC had significant advantages over the other two techniques for search and pattern recognition tasks.